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*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
Hello everyone, here I'm back again, annoying people with stupid questions... Sorry if it has been discussed already but so far I didn't have any luck with finding tutorials and whatever could explain how to do what I need. I have a large room with two raised platforms at different heights from one another. I need to have a switch that, when pressed, raises a staircase connecting these two platforms. The problem is that such staircase needs to start building from the ground floor, so it has first to reach the level of the first platform, and then create the stairs up from there to the other one. Here is a small sketch to explain things better: From what I've seen as of now, there's only the option to change the height increase of the single steps, but not any options to tell the engine from which level to start building them. So... any help would be much appreciated. Thank you guys!! -
*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
Gonna be GZDoom only, apparently. I'm gonna write it loud and clear when I (hopefully) release it. -
*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
Is there any command to do that in Slade? For now I'm gonna try this route: I'm gonna add a new 128x128 texture/flat that includes the entirety of my 30-degrees-rotated teleporter, then I'm gonna insert it in the map and adjust it with the offset commands so that it's centered perfectly on the pad. It's just a workaround but theoretically I think it should work, because I've seen that Slade allows to use generic textures as flats, not only 64x64. Fingers crossed. Thank you guys. -
*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
Sorry about all this, I'm not an expert on such technical things and I'm fairly new to Doom editing. I'm mostly learning as I go. ... but this sounds interesting. I could create a new 64x64 flat which is already "rotated", by just exporting the PNG, rotate it as I want, and reimport it as a new flat that's gonna look like it's correctly aligned when I load it in the map and adjust it... didn't think of such a solution. Gonna try this and see. Thanks!! -
*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
I am working on a map that is aimed at GZDoom. Or at least I think some limit-removing port will be required, but I'm testing it on GZDoom. -
*** The "ask a miscellaneous editing question" thread ***
Asphalt replied to baja blast rd.'s topic in Doom Editing
Hello everyone, I thought I could just ask here for some random help. Sorry for the dumb question, I don't know if it's already been answered but I can't seem to find anything about this in the tutorials. How do I rotate flats textures in the Slade map editor?? I need to place a 64x64 square teleporter sector, that I need to rotate 30° in order to make it align with the wall. I used the "editing" feature, that allows to insert custom-degrees rotations for lines and sectors. Problem is that when I rotate the teleporter, the texture of the flat remains aligned to the original grid instead of following the new inclination of the lines. And it sucks. I think I've seen mentioned by some people in discussions, and in the Slade Github, that it's possible to "manually rotate" flats... but I can't find any info on how to actually do it. In the keybindings menu, this option is not contemplated. Even in the tutorial written by Eevee on website, which has been incredibly helpful so far, it talks about it briefly but doesn't give any command nor examples, so I am currently stuck. Thanks in advance for any eventual response. -
I am a lifelong fan of Dragon Ball as I literally grew up reading the first edition of the manga as he was still writing it. I was currently following Dragon Ball Super, which in spite of the dissing, to me was even better than Z. The Moro arc has to be one of the best things I've ever read in my entire life. And the Heeters saga had been fantastic too, with Granolah taking a spot as one of my favourite characters in the entire story, which I really hope will make a glorious comeback someday. When I read about his passing, I felt devastated, because it was almost like losing an integral part of my childhood. And it was sudden and completely unexpected. Rest in peace, Toriyama-san. And may your stories last forever. Thank you for everything.
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Do you ever wish Doom could support more complex geometry?
Asphalt replied to BunnyBun's topic in Doom General
Thanks!! Much much much appreciated!!! -
I think this whole concept could become something interesting if there were some particular mods that could be considered useful for the whole community, or would be requested by a good, large part of the community. And with this I don't mean entire total conversions or flat-out new games like the hypothetical Monkey Island Doom that you suggested (those things would be extremely subjective and most certainly suffer tons of copyright problems as it's been already pointed out)... but for example if there were smaller things such as a steampunk-themed weapon set, or medieval monsters like the ones Eriance designed for Hell Forged, or usable assets for Blasphemer, things that could be seen as useful resources for general purpose modding by the entire community, I think it could be interesting to leave that option open. If some random guys on the internet could afford to donate money, maybe it could work as an incentive for experienced modders to give it a try at something they may have been tinkering about for years, but nobody had the will or the time to do it. It could benefit everyone, so why not? And I totally second the thing that Kinsie wrote about Patreons. There are some cool projects that would surely get some boost if there were more people able to donate consistently, so if you have that willingness to help, and the liquidity, I suggest you could start from there.
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Do you ever wish Doom could support more complex geometry?
Asphalt replied to BunnyBun's topic in Doom General
I don't know if it's just me, but basically all of the download links for your maps are gone or unusable by now. Which is a shame, because I didn't knew about them, and now I am unable to find 'em. They look really dope from the screens and I love the backstories you wrote. Great job!! Umbra Of Fate is downloadable from the idgames portal, but I think that's not the final version of the release. -
After your analysis, now I realize that I had absolutely underestimated the aspect of multiplayer gaming, which is actually a very important component of what made Doom 2 superior to the first, and most certainly influential on subsequent genre-defining titles like Quake 3 and the Unreal Tournament series, that in turn influenced a lot of the new generation of shooters we have nowadays. So yeah, spot on. I'm still not too convinced about the rest, because I think that new monsters and weapons could have also been easily added to Doom 1 with mods, and the fact that the added enemies make for "better" gameplay is true but not that "crucial" in my opinion. I mean, there's still plenty of great map packs / episode replacements for Doom 1 that I would hardly say that lack variety or engaging gameplay, even with limited monsters. If hypothetically Doom 2 hadn't been made, mappers would have stuck with the Doom 1 formula, or at least this is what I believe. When you say that people probably would have shifted their interest to other games like Duke 3D, I think you are glissing on the fact that Duke 3D has a very differently balanced gameplay, completely different weapons and enemy roster, which make the game less suitable for pure fun. There's a lot of hitscanners, lots of monsters with very quick missles, and very few enemies that work as good as cannon fodders as the Doom monsters. And I think that in terms of replayability that is a HUGE factor in determining why the Doom community has always been far more prolific than the others. As I said before, Doom had a really perfect balance of challenge and satisfaction, that none of the other games I can think of had, not even Duke Nukem or Quake. But anyways, strong points.
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Meh, I can agree, but "fundamentally" is a big word to me. The only notable difference is that Doom 2 added pain elementals and arch-viles, that you have to kill instantly when they appear. Mancubi and arachnotrons are basically just annoyance, and chaingunners can be used for effective traps, which add even more annoyance, but in terms of gameplay, you face them and kill them exactly like you did with the monsters from Doom 1, and add no value to the formula. But it's my personal opinion. They could have easily made an addon instead of Doom 2, so I stand with what I wrote at the start. Edit: Sorry, I was forgetting the revenants. More annoyance too. XD
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People would have made many more quality maps for Doom 1, and we could have had different fanmade-gone-retail "Final Dooms" for Doom 1. I don't think that adding some new monsters and a double barred shotgun had been such a game changer in the economy of the first person shooters world. Like Quake was.
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In terms of how much it cemented the status of id Software as one of the big deals of the nineties, making the guys millionaires and the figures of Carmack and Romero become the "game gods" they aspired to be, it had been ENORMOUSLY important. In terms of actual gameplay and innovation it brought to the industry, I honestly think it had been fairly useless. I myself have always considered it more of an expansion pack than a real game. It's true that many of the best modders and creators in the community have started making maps for it, rather than Doom 1, but as others already pointed out, it's just because Doom 2 was a true commercial product you could find in stores, and extremely popular thanks to the success of the first game paired with massive word of mouth. I think if they'd decided to release Ultimate Doom in place of Doom 2, the outcome on the quality of the community-made content would have been exactly the same.
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One up for BigMacDavis. Super cool dude.